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Update 100: The White March - Part I

Gorbag

Posted 26 August 2015 - 02:09 AM

Gorbag

(4) Theurgist

Members

241 posts

Woohoo! Definitely will purchase, but I'll probably wait for part 2 before I play. Mostly for the same reasons I like to wait for a full season of something to hit Netflix. I have to avoid spoilers like the plague but if I succeed I don't claw my eyes out mid season out of impatience.

Thanks Obsidian

Part I is supposed to be a complete story that does not end with a cliffhanger, so I think it would be fine. Since this is a Tales of the Sword Coast - like expansion, I expect Part II to pick up other stories in other places.
Still, waiting to get both parts is worth it if you want to get the experience of an old school expansion pack.

Messier-31

Posted 26 August 2015 - 02:17 AM

Messier-31

Arch-Mage

Members

2244 posts

Location:Łódź, Poland

Part I is supposed to be a complete story that does not end with a cliffhanger, so I think it would be fine. Since this is a Tales of the Sword Coast - like expansion, I expect Part II to pick up other stories in other places.
Still, waiting to get both parts is worth it if you want to get the experience of an old school expansion pack.

And here I thought that your party's gonna end up in the lowest parts of the Durgan's Battery with some impossible-to-open huge door that will only be accessible to the player after part 2 is installed.

Posted 26 August 2015 - 02:18 AM

Gorbag

Posted 26 August 2015 - 04:54 AM

Gorbag

(4) Theurgist

Members

241 posts

Part I is supposed to be a complete story that does not end with a cliffhanger, so I think it would be fine. Since this is a Tales of the Sword Coast - like expansion, I expect Part II to pick up other stories in other places.
Still, waiting to get both parts is worth it if you want to get the experience of an old school expansion pack.

And here I thought that your party's gonna end up in the lowest parts of the Durgan's Battery with some impossible-to-open huge door that will only be accessible to the player after part 2 is installed.

Katarack21

Posted 27 August 2015 - 12:25 AM

How much does it add to the original playthrough (if anything at all)?

I'm trying to decide if to use my "last save" or start a new game: I'll do the latter if there is enough new stuff

I spent several hours this afternoon just clearing a single map which included several unique items.

added into the original game area? (Or do you mean an expansion area?).

Any new content beyond items in the original areas? (conversations / NPCs / quests (whether related to White March or not) / etc?)

There's a lot of stuff that links from White March to other areas--a soulbound weapon whose completion quest is visiting areas in the normal game, a companions quest which appears to include tracking down somebody in the original game, etc. I don't know about new things in the original game itself, though--I honestly don't think that's a thing. I believe your supposed to play White March area at a certain point midway in the game, as if it's just another area to explore.

koteko

Posted 27 August 2015 - 02:13 AM

koteko

(1) Prestidigitator

Members

9 posts

Yep, I was interested in how much White March content was added to the original playthrough. Or said it another way: by taking my save in the Burial Isle, do I lose anything of "White March" compared to starting a new game?

AndreaColombo

Posted 27 August 2015 - 12:11 PM

Personally, I think a 7th or 8th level party is a good fit for TWM's crit path, but the side content is meant for characters that are 11+.

We didn't design new stronghold content for Part I, but it's been a focus for me for Part II.

For the next patch, I've lowered some of the more eye-watering requirements [to unlock soulbound weapons' powers, n.d.a.] and BMac has made a code fix that allows a fall-through for class or race-specific damage/kill requirements at 5x the base value. E.g. if you've massacred every wizard in the game and have a weapon that requires 5 wizard kills, you can fulfill the requirement by killing 25 of anything with the weapon.

We'd like to keep making games in the PoE world. I don't know what metrics the owners would require for us to move forward with that, though. A lot of us have talked about ideas for PoE2 but we haven't done any work beyond that.

Most of the feedback I saw on Defender was negative, but I saw one or two people in favor of the changes. Granted, the pool of people commenting wasn't large, maybe 6-8. I'd like to see more feedback on it in play. Fighters with >10 Con have more Endurance now and Constant Recovery scales (though it starts with a lower base value). Between the changes to Defender and Wary Defender, it's a loss of 20 points of Deflection -- a lot, but D/WD shield-based fighters were incredibly far ahead of other characters in the late game. The alternative I proposed was reducing Accuracy, but for a character who's just attempting to hold a line, that may not be a meaningful drawback for the modal.

I probably won't be tuning these [multi-class talents, n.d.a.] for the upcoming patch, but I will for the next one.

Spiritshift armor and weapons now get more powerful every three levels. A lot of the base class abilities (e.g. Constant Recovery, Arcane Assault) scale now.

Katarack21

Posted 27 August 2015 - 02:59 PM

Personally, I think a 7th or 8th level party is a good fit for TWM's crit path, but the side content is meant for characters that are 11+.

We didn't design new stronghold content for Part I, but it's been a focus for me for Part II.

For the next patch, I've lowered some of the more eye-watering requirements [to unlock soulbound weapons' powers, n.d.a.] and BMac has made a code fix that allows a fall-through for class or race-specific damage/kill requirements at 5x the base value. E.g. if you've massacred every wizard in the game and have a weapon that requires 5 wizard kills, you can fulfill the requirement by killing 25 of anything with the weapon.

We'd like to keep making games in the PoE world. I don't know what metrics the owners would require for us to move forward with that, though. A lot of us have talked about ideas for PoE2 but we haven't done any work beyond that.

Most of the feedback I saw on Defender was negative, but I saw one or two people in favor of the changes. Granted, the pool of people commenting wasn't large, maybe 6-8. I'd like to see more feedback on it in play. Fighters with >10 Con have more Endurance now and Constant Recovery scales (though it starts with a lower base value). Between the changes to Defender and Wary Defender, it's a loss of 20 points of Deflection -- a lot, but D/WD shield-based fighters were incredibly far ahead of other characters in the late game. The alternative I proposed was reducing Accuracy, but for a character who's just attempting to hold a line, that may not be a meaningful drawback for the modal.

I probably won't be tuning these [multi-class talents, n.d.a.] for the upcoming patch, but I will for the next one.

Spiritshift armor and weapons now get more powerful every three levels. A lot of the base class abilities (e.g. Constant Recovery, Arcane Assault) scale now.

Awesome. Thank you! I do have a question for the developers, though. About this line:

"We'd like to keep making games in the PoE world. I don't know what metrics the owners would require for us to move forward with that, though. A lot of us have talked about ideas for PoE2 but we haven't done any work beyond that."